GetControlState: Difference between revisions
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__NOTOC__ | {{Shared function}} | ||
__NOTOC__ | |||
Note: | This function will check if a player is pressing a particular control. Controls are those that affect GTA. If you wish to get the state of another key, use [[bindKey]] and a command function. | ||
Note: Not all control states are sent to the server at all times, as such their state may be given incorrectly. As a rule, keys that move or affect the player or their vehicle are most likely to be accurate. For increased accuracy (and also increased bandwidth usage) use bindKey instead to bind a GTA control name to a function. | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua">bool getControlState ( player thePlayer, string | <syntaxhighlight lang="lua">bool getControlState ( player thePlayer, string controlName )</syntaxhighlight> | ||
===Required Arguments=== | ===Required Arguments=== | ||
*'''thePlayer:''' The player you wish to get the control state of. | *'''thePlayer:''' The player you wish to get the control state of. Do not use this parameter when scripting for client. | ||
*''' | *'''controlName:''' The control that you want to get the state of. See [[control names]] for a list of possible controls. | ||
'''Note:''' several controls are not synched with the server, therefore the function will always return ''false'' for these controls serverside. These controls are: | |||
*next_weapon | |||
*previous_weapon | |||
*jump | |||
*zoom_in | |||
*zoom_out | |||
*look_behind | |||
*change_camera | |||
*conversation_yes | |||
*conversation_no | |||
*group_control_forwards | |||
*group_control_back | |||
*sub_mission | |||
*radio_next | |||
*radio_previous | |||
*vehicle_look_left | |||
*vehicle_look_right | |||
*vehicle_look_behind | |||
*vehicle_mouse_look | |||
*special_control_* | |||
===Returns=== | ===Returns=== | ||
Returns the state of the control | Returns the state of the control, ''false'' if the control doesn't exist or if the player is dead. | ||
==Example== | ==Example== | ||
This example starts a repeating check when a player spawns, if a player presses the fire key, they'll be killed. | This example starts a repeating check when a player spawns, if a player presses the fire key, they'll be killed. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function onPlayerSpawn ( theSpawnpoint ) | function onPlayerSpawn ( theSpawnpoint ) | ||
killPlayerIfTheyPressThisKey ( source, "fire" ) -- start a repeating check | |||
end | end | ||
addEventHandler ( "onPlayerSpawn", root, onPlayerSpawn ) | |||
function killPlayerIfTheyPressThisKey ( thePlayer, key ) | function killPlayerIfTheyPressThisKey ( thePlayer, key ) | ||
if ( getControlState ( thePlayer, key ) ) then -- if they're pressing the fire key | |||
outputChatBox ( "Violence will not be tolerated!", thePlayer ) | |||
killPed ( thePlayer ) -- kill them | |||
else -- otherwise.. | |||
setTimer ( killPlayerIfTheyPressThisKey, 500, 1, thePlayer, key ) -- call this function again in 500ms | |||
end | |||
end | end | ||
</syntaxhighlight> | </syntaxhighlight> | ||
==Changelog== | |||
{{ChangelogHeader}} | |||
{{ChangelogItem|1.5.5-3.11427|Deprecated client-side. Use [[setPedControlState]] and [[getPedControlState]] client-side.}} | |||
==See Also== | ==See Also== | ||
{{Input functions}} | {{Input functions}} |
Latest revision as of 00:00, 30 April 2024
This function will check if a player is pressing a particular control. Controls are those that affect GTA. If you wish to get the state of another key, use bindKey and a command function.
Note: Not all control states are sent to the server at all times, as such their state may be given incorrectly. As a rule, keys that move or affect the player or their vehicle are most likely to be accurate. For increased accuracy (and also increased bandwidth usage) use bindKey instead to bind a GTA control name to a function.
Syntax
bool getControlState ( player thePlayer, string controlName )
Required Arguments
- thePlayer: The player you wish to get the control state of. Do not use this parameter when scripting for client.
- controlName: The control that you want to get the state of. See control names for a list of possible controls.
Note: several controls are not synched with the server, therefore the function will always return false for these controls serverside. These controls are:
- next_weapon
- previous_weapon
- jump
- zoom_in
- zoom_out
- look_behind
- change_camera
- conversation_yes
- conversation_no
- group_control_forwards
- group_control_back
- sub_mission
- radio_next
- radio_previous
- vehicle_look_left
- vehicle_look_right
- vehicle_look_behind
- vehicle_mouse_look
- special_control_*
Returns
Returns the state of the control, false if the control doesn't exist or if the player is dead.
Example
This example starts a repeating check when a player spawns, if a player presses the fire key, they'll be killed.
function onPlayerSpawn ( theSpawnpoint ) killPlayerIfTheyPressThisKey ( source, "fire" ) -- start a repeating check end addEventHandler ( "onPlayerSpawn", root, onPlayerSpawn ) function killPlayerIfTheyPressThisKey ( thePlayer, key ) if ( getControlState ( thePlayer, key ) ) then -- if they're pressing the fire key outputChatBox ( "Violence will not be tolerated!", thePlayer ) killPed ( thePlayer ) -- kill them else -- otherwise.. setTimer ( killPlayerIfTheyPressThisKey, 500, 1, thePlayer, key ) -- call this function again in 500ms end end
Changelog
Version | Description |
---|
1.5.5-3.11427 | Deprecated client-side. Use setPedControlState and getPedControlState client-side. |
See Also
- addCommandHandler
- bindKey
- executeCommandHandler
- getCommandHandlers
- getFunctionsBoundToKey
- getKeyBoundToFunction
- isControlEnabled
- removeCommandHandler
- toggleAllControls
- toggleControl
- unbindKey